Buys and sells Blue / Purple / and Orange items with good bonus stats.
GT: Beta582
Bulwark weakpoints are the yellow boxes on their shoulders.
I will be constantly updating the original post to add/edit information and to more clearly specify things like this. It took me 3 hours to type it up and to double check that all of the information is accurate so there may be a few mistakes here and there. As the community points them out, I am making an effort to correct them!![]()
Buys and sells Blue / Purple / and Orange items with good bonus stats.
GT: Beta582
Since someone was asking about damage types, I thought I'd add some of what I'd noticed to the pile.
Most of the damage types are relatively the same between enemies. An exception is elemental hellbugs which are immune to their altered damage type (but all hellbugs can be affected by poopshoes).
Poopshoes doesn't slow actual bosses, but the damage reduction can be great for any encounter.
Weakness is great when you have a group as well, that way everyone does more damage when it procs.
Syphon does a few hundred extra damage when it procs and gives that to you as shields or health. It can be very helpful when you are running around taking frequent damage so long as you're not dying too quickly. I had originally thought of this as a pvp damage type, but when you're dying within two seconds of first taking damage, it's relatively worthless.
Stun does a very weak dot but doesn't stun actual bosses. When it does proc, the monster twitches making a critical shot harder without an explosion. Basically gives a short reprieve when it procs, but not much else.
Acid - I hadn't even seen this until I recently hit 1500 ego, so I haven't had the chance to play with it.
Fire - this one is really great in both performance, and how much extra coding is added into behavior for some mobs on fire. It adds a DoT which rolls, even against heavily immune creatures like tankers. This may not be particularly impressive against most enemies with shields, but human raiders and human sized mutants become useless when on fire, occasionally rolling around, screaming. Rioters become insane, charging in a random direction, doing heavy damage to anything (even other raiders) in their way. Smelter 99ers similarly run around screaming while on fire (like hitting them in the jet pack), sometimes exploding if they run into a player or mob. The effects of fire makes having incendiary grenades, rockets, or detonators, and flare guns useful to have at least one of. As unlikely a weapon as the flare gun appears on the compare screen, it makes soloing a tanker very easy (having a higher than 1 mag, like the north star variant is a huge plus, though). Run circles around it hitting it with flares, and after a short time he kneels to where you LMG his face off. Of the damage types I've played with (so not counting acid), this is the most damaging effect/proc I've seen when the DoT has a chance to resolve.
wait... people need guides on how to deal with the insanely easy pve fights? ......... wow.......
Think about it for a few seconds. If you're calling this insanely easy pve, then you have considerable experience in online games. Guides are written for people who don't know... i.e. newbies; people that don't have your or my experience. Also, the default selection for show numbers is off, making solo fights against tankers or rioters an extremely steep learning curve for a beginner, as they don't know their shots are almost all being wasted, unless they're using explosives/flares.wait... people need guides on how to deal with the insanely easy pve fights? ......... wow.......
And that should probably be the number one detail of any guide: instructions to turn show numbers to on. That right there will help most people's learning curves. Insults to beginners never belong in a guide, no matter how much you think other people should know.